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STAR WARS (DE) Guide- how to do the combo shots

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Tom

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Dec 4, 2009, 1:14:01 PM12/4/09
to
I am writing an updated guide to STAR WARS (DE), with hopes that there
are some things I can share that may be new to you.

For example, the combo shots:

Combo
How to obtain: Inner orbit, to ramp, to left orbit
Scoring: 1M
Other: Sometimes it is hard to know if you got it, but you’ll hear a
weird “whoom” sound and briefly see Luke and Leah on the display.

Super Combo
How to obtain: Start with Combo, and end with a shot to the force
scoop.
Scoring: An additional 5M
Other: This time, you’ll see Darth Vader and Luke on the screen. These
combos are not documented or are hinted at in any way on the playfield
– it took me a LONG time to figure these out.


The guide is still in the review stage at IPDB.org, but I'll let you
all know when its posted.

Tom

Cliffy

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Dec 4, 2009, 3:23:21 PM12/4/09
to
Tom wrote:
> I am writing an updated guide to STAR WARS (DE), with hopes that there
> are some things I can share that may be new to you.
>
> For example, the combo shots:
>
> Combo
> How to obtain: Inner orbit, to ramp, to left orbit
> Scoring: 1M
> Other: Sometimes it is hard to know if you got it, but you�ll hear a
> weird �whoom� sound and briefly see Luke and Leah on the display.

>
> Super Combo
> How to obtain: Start with Combo, and end with a shot to the force
> scoop.
> Scoring: An additional 5M
> Other: This time, you�ll see Darth Vader and Luke on the screen. These

> combos are not documented or are hinted at in any way on the playfield
> � it took me a LONG time to figure these out.

>
>
> The guide is still in the review stage at IPDB.org, but I'll let you
> all know when its posted.
>
> Tom

Very cool of you to do this Tom. Looking forward to it! Note that it may
not take as long to find these shots if you take the glass off. I'm just
sayin' :)

--
Cliffy - CARGPB2
Home of the world's finest pinball protectors
http://www.passionforpinball.com

Tom

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Dec 7, 2009, 1:46:03 PM12/7/09
to
haha - no I do take the glass off believe me. I just couldn't figure
out how the combo started, but I know that the center ramp to the left
orbit was part of it.

Tom

unread,
Jan 6, 2010, 1:54:16 PM1/6/10
to
I'm still trying to get this on IPDB - but here is a text version of
it. Sorry the format is kinda off because the original is a Word doc.
Let me know your comments or if you have anything to add I can try to
get it into a future release.

Introduction:
This is a detailed Rules Guide to STAR WARS, a game by Data East.
You will first be taken through the various shots and targets on the
playfield, along with scoring and the modes/bonuses associated with
each (modes/bonuses are highlighted in blue). Each mode or bonus will
be explained in detail on how to obtain, the scoring, additional
thoughts and other general noteworthy items. Default and adjustable
settings will be discussed to the best of my knowledge in order to
provide insight on how to adjust certain aspects of the game. Finally,
the last section will discuss other miscellaneous features STAR WARS
offers.

DISCLAIMER: All content is based on my personal STAR WARS machine that
has a 1.05 CAN CPU ROM. Comments throughout the guide pertain to my
personal experience with the pin and do not reflect IPDB.org opinions.
The scoring does assume factory settings; however, it does not appear
that game play difficulty settings affect scoring (see Game Play
Settings section for more details). The following abbreviations may be
used throughout this guide: M for million, K for thousands, DS for
Death Star, EOB for end of ball, JP for jackpot, and SJ for super
jackpot.

I hope that all STAR WARS enthusiasts will enjoy and thoroughly use
this guide. For questions or comments, please email me at
thoke...@yahoo.com.


Shots & Targets:
1) X-Wing Targets: These are the five spot targets around various
parts of the playfield. Hitting each target for the first time awards
100K points, and 3,330 points for subsequent hits. Once all five are
lit, 2M points are awarded and X-Mode is lit.

2) Drop Targets: These are the three drop targets by the entrance to
the center ramp. These are worth 50,010 points individually, and 300K
when all three are dropped. Once drop targets have been cleared three
times, Hyper Space will be lit (completing Hyper Space also lights
Yoda). Clearing all three in a very short amount of time will award an
additional 1M points. Drop targets may also be part of the process
for Lighting the Re-Launch.

3) Pop Bumpers: Most of the time, one hit to the pop bumpers adds
23,130K to the Sarlacc value. The Sarlacc value starts at 500K each
ball, and can be collected via the Sarlacc pit. Pop bumpers are also
integral targets for AT AT Walkers and Pop Millions modes.

4) Inner Orbit: This is the shot to the immediate right of the Death
Star. C3PO’s Eye, Light the Force, Extra Ball, X-Mode and Yoda are
collected here. This shot also begins the Combo.

5) Force Scoop: This is the left scoop. When unlit, this shot counts
towards a Dark Side shot. When lit, it will grant one of four force
awards, and reveal a section of the hidden force award. The
possibilities for the awards in the smaller boxes are:
o Light Yoda
o Cantina
o AT AT Walkers
o Million Pops
o Super Laser Kick
o X-Wing Multi Millions
o Light Hyper Space
o 3M – 10M points
o STAR WARS
o Light Speeder mode
o Max Multipliers
o Hold Bonus
o Light Taun-Taun
o Wild Card (Sarlacc value)
o Light Extra-Ball
o Tri-Ball ready

Once all four force awards have been awarded, the force light will
blink to indicate the hidden force award:
o 25M
o Super R2D2 Runaway
o Super Death Star
o Jedi Return
o Empire
o Special (rare)

This shot is also part of Jedi Return, and Super Combo.

6) Death Star: Hitting the yellow Death Star target will spot a moon
that counts towards Tri-Ball. During Tri-Ball, this shot increases the
jackpot and awards super jackpot. This shot is also used in Super
Death Star mode.

7) Left Orbit: Awards a letter in STAR WARS, part of the process to
Lighting the Re-Launch, awards Victory Lap, one of the shots in Jedi
Return, part of the Combo, and awards current value in R2D2 Runaway
and Super R2D2. Also, right in-lane to left orbit will award two
letters in STAR WARS.

8) Center Ramp: The game will keep track of the number of times the
center ramp is made either by ball or by game – I strongly recommend
resetting the count each ball due to balance issues (See Alternative
Settings section). The center ramp awards Millions, a letter in STAR
WARS, is the jackpot shot in Tri-Ball, awards Hyper Space, integral
part of Empire, part of the Combo, and lights Extra Ball depending on
self adjusting settings. In addition, the 4th shot will light the
force if not lit already. The 8th and 10th shot will light the force,
or grant a force award if already lit. This pattern repeats again for
the 14, 18th, and 20th shot, and so forth.

9) Right Orbit: Awards a letter in STAR WARS, awards Victory Lap, one
of the shots in Jedi Return, and awards current value in R2D2 Runaway
and Super R2D2. This is also the best shot to get the ball into the
pop bumpers.

10) Slingshots: Besides slinging the ball into the out-lanes, these
award 3,330 points with each hit.

11) Left Out-lane: Contains a Kickback feature (Re-Launch) and
collects the Taun-Taun value.

12) Left In-lane: Lights Jabba’s bounty for a limited amount of time.

13) Right In-lane: Activates 2X for STAR WARS letters via the left
orbit for a limited amount of time.

14) Right Out-lane: Collects the Taun-Taun value.

15) Sarlacc Pit: This is the right scoop. Shooting the Sarlacc pit
awards the Sarlacc value. The left in-lane will light Jabba’s bounty
here, and the 15 bounty awards are (wording may slightly differ):
o Light Speeder Mode
o Light Force
o Light Re-Launch
o Light Taun-Taun
o Advance 1 Death Star moon
o Advance 1 X-Wing
o Advance 1 Hyper Space light
o Advance 1 C3PO eye
o Increase EOB Bonus Mult. 2X
o Increase jackpot 1M
o Hold Bonus
o 1M, 2M, 3M, or 4M points

Modes & Other Bonuses:
Skill Shot
How to obtain: Each ball launch starts with a small video mode where
the object is to shoot the tie fighter scrolling across the display.
Scoring: Direct hits award 2M for the first ball, 3M for the second
ball, and 4M for the third ball, whereas for misses it awards 200K,
300K or 400K, respectively.
Other: When launching an extra ball you have to rely on using the
force to shoot the tie fighter (listen to the sound, usually shooting
when hearing the” swoosh” will be a hit).

X-Wing Multi Million
How to obtain: Force award
Scoring: You have 20 seconds to hit as many X-Wing targets as you can.
The first hit awards 1M, second 2M, third 3M, etc.
Other: This mode can add up to some good points. However, the ball
tends to get out of control when going for the targets. The easiest is
the middle set to hit. Also, each time you hit a flipper you hear the
sounds of the X-Wing cannon, and an X-Wing blowing up a tie fighter
with each hit on the display.

Cantina:
How to obtain: Force award, Yoda
Scoring: You have 16 seconds to hit as many targets as possible.
Starting value of 5M, and a hit to anything adds 250K. The total is
granted after the EOB Bonus and the multiplier has no effect.
Other: A good pop bumper romp will add up quick.

Million Pops
How to obtain: Force award
Scoring: For the remainder of that ball, the pop bumpers will be lit
for 100K a hit. Hitting all four poppers is an additional 1M. These
points are awarded immediately and are not counted towards the Sarlacc
value.

Millions
How to obtain: Repeated center ramp shots
Scoring: Every 3rd, 7th, 14th, 21st, 31st, 43rd, 57th, 73rd, etc shot
will award that many million points.
Other: Lighting Extra Ball may be awarded instead of points. This may
cause the number increments above to slightly change. See Extra Ball
for details on this self adjusting feature.

AT AT Walkers
How to obtain: Force award, Yoda
Scoring: You have 20 seconds to hit the pop bumpers 20 times for 30M.
Other: Display shows an AT AT Walker approached the Hoth base, and
shots being fired with hits to the bumpers. Try to shoot the right
orbit right away. In my opinion, this is one of the more challenging
modes.

R2 Runaway
How to obtain: Gain two C3P0 eyes, either through the inner orbit or
Jabba’s bounty
Scoring: R2D2 will be lit for a countdown shot that starts at 15M and
goes to zero. The playfield indicates that a right orbit shot will
award the current value, but either outside orbit shot will do the
same.

Super R2 Runaway
How to obtain: Force award (hidden)
Scoring: This is a countdown shot to R2 that starts at 50M and
decreases by 10M. Again, the playfield indicates that a right orbit
shot will award the current value, but either outside orbit shot will
do the same.

Super Death Star
How to obtain: Yoda, or force award (hidden)
Scoring: This is a countdown shot to the Death Star that starts at 50M
and decreases by 5M.

STAR WARS
How to obtain: You start each ball with the letter S lit. All shots to
the outside orbits or middle ramp will award one letter (including if
the ball makes it to R2 on the initial ball launch). Right in-lane to
left orbit awards two letters. Full STAR WARS spelling is also awarded
via force award or Yoda.
Scoring: Spelling STAR WARS awards 10M points.

Hyper Space
How to obtain: Clear drop targets three times (aided by Jabba’s bounty
through the advance Hyper Space award), or by the force.
Scoring: Middle ramp will be lit for Hyper Space (5M points) and an
EOB Bonus multiplier of 2X is awarded. Each time the drop targets are
cleared before collecting the 5M, the EOB Bonus multiplier will go up
2X (up to 8X). 1M points are awarded if already at 8X. Once collected,
Yoda will be lit. Also, collecting Hyper Space every third time in one
game awards 10M instead of 5M, but does not lit Yoda.
Other: While Hyper Space itself may be a little on the skimpy side for
points, lighting Yoda makes it worth the trouble.

Victory Lap
How to obtain: Reaching the replay value if replay award is set to
credit and free game limit has not been reached.
Scoring: You have 15 seconds to shoot either outside orbit shot to
collect 25M.
Other: See Alternative Settings.

Empire
How to obtain: Force award (hidden)
Scoring: Three ramp shots in 20 seconds awards 30M.

Extra Ball
How to obtain: Light Extra Ball via specified number of ramp shots and
collected via inner orbit shot. An extra ball may also be lit from the
force, or awarded directly from Yoda (Special) or as a replay award –
the latter two depending on game award settings.
Other: Every game after the first ten games following an audit reset,
the ramp will self adjust in determining the number of ramp shots
needed to light Extra Ball in order to align with the Extra Ball
percentage parameter.

Dark Side
How to obtain: Shoot the force scoop when it is unlit.
Scoring: Four Dark Side shots award 25M.
Other: Cool lighting effects here and some classic Darth Vader lines.
This is often overlooked, and too point heavy. If the machine you are
on is easy to catch the ball after the scoop ejects it, repeatable
shots here are possible.

Tri-Ball
How to obtain: The first way is to spot eight moons by hitting the
Death Star, which will open the Death Star for the remainder of the
game. A shot then to the open Death Star will start Tri-Ball. The
second way is to spot at least five moons and then lower the lever and
push the launch button to open the Death Star (listen for “Death Star
approaching”). This will automatically award 5M points. However, you
now only have a limited time to follow up with a Death Star shot, or
the moons all get reset to one. The time to do this depends on the
number of lit moons – they will un-light one by one until zero are
lit. The final way is to select ‘Tri-Ball’ from Yoda, or get ‘Tri-Ball
ready’ from the force. This will open the Death Star as if you had
spotted eight moons.
Scoring: One shot to the Death Star will light the 10M jackpot on the
middle ramp. Any shot to the Death Star thereafter will increase the
jackpot by 1M. After the jackpot is collected, the Death Star is open
for a limited time (See Game Play Settings) for a super jackpot (2X
jackpot). Whether or not the super jackpot was collected, the process
begins again. However, the number of Death Star hits to light the
jackpot increases by one and the jackpot increases 1M every time the
cycle begins again. Depending on the game rules, a re-race may be
presented if 2 balls drain (See Game Play Settings). If re-race is
offered, a successful shot to the open Death Star will restart Tri-
Ball.
Other: The music changes to different Star Wars theme music when
obtaining the jackpot or super jackpot with an exciting opening and
super jackpot animation.

Lighting the Re-Launch
How to obtain: This is a self adjusting feature that is subject to
change at the beginning of every ball. If the average ball time is
higher than 50 seconds, you have to light Hyper Space followed by a
left orbit shot. If Hyper Space is already lit, then only one bank of
drop targets is needed to light the left orbit. If the average ball
time is 50 seconds or lower, a left orbit shot is all that is needed.
Fortunately, the re-launch is lit at the beginning of every ball.
Other: When the game is offering the ‘easy’ re-lit criteria, Super
Laser Kick is available in the first set of force awards (along with
Yoda and Cantina). When the game adjusts to the harder re-lit
criteria, X-Wing Multi Millions replaces Super Laser Kick in the first
set of force awards.

Storm Trooper Shootout
How to obtain: Random
Scoring: Pressing the shooter button multiple times (or holding it
down) will shoot all of the storm troopers and award 4M. You cannot
stop shooting once you start or you will be awarded nothing.
Other: You don’t always have to go for this – it’s not worth draining
over 4M. I like this mode as it adds that extra bit of strategy. Look
for the red light above the shifter to let you know when you can start
shooting – the first time this mode comes up you have to wait longer
before you can start.

Jedi Return
How to obtain: Force award (hidden)
Scoring: You have 15 seconds to hit any lit red arrow (either orbit or
force scoop) for 10M each.

Special
How to obtain: Yoda, force award (hidden), or replay award
Scoring: When the replay point amount is reached and the replay award
is Special, then Special is lit and collected via either orbit shot
where a credit is awarded. If the free game limit is reached and the
extra ball limit is not, an extra ball is awarded immediately. Yoda
and the force will award Special immediately whether it is a credit or
extra ball.

Yoda
How to obtain: Force award, or collecting Hyper Space
Scoring: You get to pick one of two offered awards. The possibilities
are spelling STAR WARS, Cantina, AT AT Walkers, 20M, Tri-Ball, Super
Death Star, or Special.
Other: Collecting Hyper Space every third time awards 10M points
instead of 5M, and does not light Yoda. When Yoda is lit, the gain
C3PO light will not be lit.

Speeder Mode
How to obtain: Speeder Mode is lit by hitting all five X-Wing targets,
the force, or by Jabba’s bounty and collected via shooting the inner
orbit.
Scoring: Automatic 10M
Other: X-Mode is lit on the playfield, but it is actually Speeder Mode
on the display. On top of that, Speeder Mode is a tease with no real
interaction (use the fire button to make a shooting noise – multiple
times to end the animation early). There is speculation as to why this
once ‘video mode’ was cut from production – possibly a rights issue
with ‘video mode’. Calling it Speeder Bonus would have been a better
fit.

EOB Bonus
How to obtain: Drain without tilting
Scoring: The EOB Bonus starts at 10K. A hit to any target / switch
adds 7,500 (with the exception of the sling shots). This accumulated
value times the multiplier is awarded.
Other: This never seems to add up too much, but at times a good long
ball with a max multiplier is just what you need.

Max Multiplier
How to obtain: Force award
Scoring: Automatically increases the EOB Bonus multiplier to 8X.

Hold Bonus
How to obtain: Force award, Jabba’s bounty
Scoring: Carries EOB Bonus to the next ball.

Taun-Taun
How to obtain: Force award, Jabba’s bounty
Scoring: Once lit, either out-lane will award 5M, 5.25M, 5.5M, 5.75M,
6M, 6.25M, 6.5M, or 6.75M. Doesn’t seem to be a rhyme or reason to
which one it awards.
Other: To get the most out of this, combine with a Super Laser Kick.

Super Laser Kick
How to obtain: Force award
Scoring: Re-Launch remains lit for the remainder of the ball.
Other: This is always a welcoming award, especially if Taun-Taun is
lit.

Combo
How to obtain: Inner orbit, to ramp, to left orbit
Scoring: 1M

Other: Sometimes it is hard to know if you got it, but you’ll hear a

weird “whoom” sound and briefly see Luke and Leah on the display.

Super Combo
How to obtain: Start with Combo, and end with a shot to the force
scoop.
Scoring: An additional 5M

Other: This time, you’ll see Darth Vader and Luke on the screen. These


combos are not documented or are hinted at in any way on the playfield

– it took me a LONG time to figure these out.


Game Play Settings:
The following table summarizes the effects of changing the game rules
(adj 07). The first three in bold can also be adjusted separately –
see official manual for more details.

Game rule settings do not affect score amounts. Other than the time
required for super jackpot and the time for re-race, I am not aware of
any other rules that adj 07 affects that cannot be adjusted
separately.
Every 50 games the replay value will be re-evaluated to align with the
replay percentage parameter – provided the replay percentage is not
set to ‘fixed’.

Alternative Settings:
Depending on the skill and preference of the players, opinions will
definitely vary here. However, modifying the factory settings can
significantly improve balance. I hope this section give you insight on
how to modify settings to your liking. Please keep in mind this is
geared more for free-play settings, although it could work for both.
I prefer this game set initially on factory, but with the following
adjustments:
• Adj 46 Spot Death Star = Extra Hard
• Adj 45 Save ramps = NO
• Replay settings – see Victory Lap settings below
With adj 46, any other setting will spot Death Star moons and
guarantee a Tri-Ball opportunity on the 2nd or 3rd ball. When you
actually have to work for a Tri-Ball opportunity, it will make the
short cut gamble with the lever that much more appealing – adding a
level of strategy. Save ramps set to ‘NO’ ensures that the number of
ramp shots is not carried over to the next ball. The middle ramp is
too important as it is. While these settings don’t solve all the
balance issues, it certainly helps. Re-race is actually defaulted to
‘easy’ when using factory game rules. Thus, a Tri-Ball restart is
available with a shot to the Death Star after 2 balls have drained, if
no jackpot was scored. The time to do this depends on the game rule
settings (see table above).
Victory Lap Settings: Victory Lap is only available if the replay
award is credit and you did not reach the free game limit. If credit
is the replay award, and you have already reached the limit for free
games, then an extra ball is awarded. One option is to set the replay
award to credit, free game limit to 1, and the second replay to only
be 25M higher than the first replay. Using these settings, the first
replay is a chance to score 25M points, which will in turn award an
extra ball from the second replay. If the Victory Lap is missed, the
second replay will not give the chance for a Victory lap and simply
award an extra ball (it is simply harder to get without making the
Victory Lap). Experiment with what works for you.
Tip: If you are not a fan of repeated center ramp shots because it
makes the game easy and a one shot game – align the right flipper to
point down a bit. This will dramatically change the way you play since
repeated shots will be more difficult, and the left orbit and force
shot will be less difficult.
Other Features:
• Some may be surprised to know that there is a ball save on this
game. However, it is not time-based. It is more point-based. If the
ball does not go around the right orbit during the ball launch and
goes straight between the flippers, Darth Vader will say ‘Freeze!’ and
Han Solo will be on the display. An adjustable feature here would have
been welcomed, but it’s better than nothing.
• Getting the ball into the sink hole where it normally feeds the ball
to the habitrail after the inner orbit shot will trigger Han Solo
saying ‘this is no cave’ and the ball will shoot up into the habitrail
to the left flipper. While I wish this shot was more integrated into
the game (at least give 1M points), it is a pretty clever reference
and very fitting for the playfield art above.
• No Video Mode?! Many criticize this game for not having a video
mode. However, between the opening skill shots, the Storm Trooper
Shoot Out, and the notable interactive displays for modes such as X-
Wing Multi Millions, Return of the Jedi, Yoda and AT ATs, I find there
is plenty of 1992 dot matrix bliss.
• Skipping the intro – hold down either flipper button.
• Instruction card indicates a Hyper Bonus Countdown, however this
feature does not appear to be in the game.
• There is a buy-in feature that will let the player start a new game
with the points reset, while resuming all of the progress from the
previous game. This is nice for beginners to see all the force awards
and other modes this game offers.

Closing Comments:
Overall I truly enjoy this game. The modes are fun with great
animation and sounds. The art is spectacular and it seems like you can
consistently find new things on the play field. There are a few
aspects of the game that I wish were adjustable, and the
abovementioned lack of certain features, but all in all it’s a
remarkable pin. Hope you enjoy this guide and can get more out of the
game from it.

Schus

unread,
Jan 6, 2010, 5:15:20 PM1/6/10
to
> thokenn...@yahoo.com.

Thank You Tom for the dedication......

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